Satel's Hub Apr 4, 2018 0:27:45 GMT
Post by Satel on Apr 4, 2018 0:27:45 GMT
Wars On Sellata (WOS):Set size: 280
Wedges: In a different vein than Tarkir: the "primary color" is the one that has both others as its enemies.
Creatures: This set depicts a world at war, and as such is mostly centered around creature combat.
Poise — [effect] unless you have been dealt damage since your last end step. A mechanic for the Volka Mob (WBR), enabling stronger effects as their domination grows unchallenged.
Call: (When you cast this spell, you may put a creature card with lower CMC from your hand onto the battlefield.) The Punba Pack's (URG) clan mechanic, supplementing their strategy of flooding the board with creatures.
Eternalize <cost>: (<cost>, Exile this creature card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie <creature types>. Eternalize only as a sorcery) The Sikra Tribe's (BGW) returns to this mechanic, emphasizing their resiliency.
Motivate X: (As long as this creature is attacking, other attacking creatures you control get +X/+0.) — The Zalia Crew (RWU) debuts this static Battle cry to complement their aggressive style.
Delude <cost>: (Whenever a creature you control attacks and isn't blocked, you may pay <cost>. If you do, return that creature to its owner’s hand, then put this card onto the battlefield from your hand tapped and attacking.) The Merta Union's (GUB) mechanic, evocative of their surprise factor and sneaky methods.
Common Pseudo-gold Hybrid creatures: Those 2/1 two-drop creatures cast with any of their clan's secondary color gain a keyword if you control a land of the clan's main color basic type. The keyword is associated with the main color.
Wedgeblades: In the vein of the Shardblades, those common hybrid gold cards cost M O/P (where O and P are M's enemy colors), and are 2/1 creatures who gain +1/+1 and an ability if you control another multicolored permanent. In the Wedgeblades' case, the ability gained is always evasion.
Notable cards (?):
My keywords / ability words / rules words / rules changes:
Ambush: (You may have this creature assign its combat damage to a creature defending player controls if it's unblocked.)
Berserk X: (As long as this creature is blocked, it gets +X/+0 for each creature it has been blocked by this turn. Prevent the first X combat damage dealt to it each combat for each creature blocking it.) — Revamped Static Rampage, changed to only work in combat.
Elude: (This creature can't be blocked by creatures with power 3 or greater.)
Fervor X: (This creature gets +X/+0 as long as it is blocking or blocked. Prevent the first X combat damage dealt to it each combat.) — Static Bushido, changed to only work for the combat step.
Furor X: (This creature gets +X/+0 as long as it is unblocked.) — Static Frenzy.
Hustle: (This creature can't be blocked by creatures with power 2 or less.) — Also primary black.
Insight X: (This creature gets +X/+X for each noncreature spell you cast this turn.) — Static Prowess, with a number for adaptability (Cunning Breezedancer).
Release <cost>: (You may cast this spell any time you could cast an instant if you pay an additional <cost> to cast it.)
Resound — [effect] for each card named CARDNAME in your graveyard.
Restore <cost>: (Whenever this permanent is put into a graveyard from the battlefield, you may pay <cost>. If you do, return it to the battlefield tapped.) — Revamped Regeneration, moved into a trigger for simplicity.
Runepull <cost>: - (Spells and abilities your opponents control that can target this cost <cost> more to cast unless they target this.) — Like Runeguard (see below) being a softer Hexproof, this is a softer Flagbearer ability. Spellpull is the version that only works on spells.Strain: (Damage this deals to a creature also taps it and causes it not to untap during its controller's next untap step.) Deeptap-touch for a combat-relevant blue keyword.
Upgrade X: (This creature enters the battlefield with X +1/+1 counters on it. You may move a +1/+1 counter from it onto another artifact creature when either enters the battlefield.)
Keywords shared with Acid:
Creeping: (This creature can't be blocked by creatures with flying.) — The Gnat Alley Creeper ability. A combat form of flying hate, and reach's counterpart.
Dread X: (Creatures blocking this creature get -X/-X.) — Revamped Flanking.
Ravage X: (Whenever this creature becomes blocked, it deals X damage to defending player.) — Afflict, except it deals damage.
Runeguard <cost>: (Spells and abilities your opponents control that target this cost <cost> more to cast or activate.) — A lighter version of Hexproof. Spellguard is a version that doesn't work on abilities.
Runedraw <cost>: (Spells and abilities you control that target this cost <cost> less to cast or activate.) — The Spellwild Ouphe ability. Spelldraw is a version that doesn't work on abilities.
My Planeswalkers:Eyelle Essanne
Home: Royal Court, Arria
Species: Human — Female
Backstory: Born in the nobility in the city of Arria, Eyelle grew up with the finest education alongside her elder sister Kerelle, looking up to her martial prowess. In her teenage years, it became clear that Eyelle didn't have the same talent as her big sister, and the nobility pushed her so hard she ended up badly injured, causing her to planeswalk away. One year later, she planeswalked back to Arria, only to see her home changed. Proving herself in minutes to her new king, Worker, Eyelle was appointed Royal Court Mage and allowed to do as she liked.
Design Theme: "You're safe now." Eyelle's abilities center around lifegain and protection for her controller and their creatures.
Home plane: Wiqualla
Species: Human — Female
Backstory: A mage-researcher traveling across planes, observing times of strife wherever she goes.
Design Theme: "How do you react to this? And this? And that?" Neboli often has controlling abilities and potent card draw.
Home: Chablah, Yaribhar
Species: Human — Female
Design Theme: "I love it when they suffer." Naelhha's abilities center around toying with her opponents' lives.
Home: Darrasdas, Phobah
Species: Human — Female
Design Theme: "Let's make stuff happen." Heboe is a planeswalker who specializes in sorceries and burn, but also delves in power boosts and attacks.
Home: Forest of Rewenys, Balfír
Species: Human Elf Mutant — Female
Backstory: Ynsha was born in the forests of Rewenys, an unfriendly home where only the fittest survives, as commanded by the local empress. An outcast there due to her dedication to life, she confronted her, but got defeated, poisoned and left to die. The agony caused her spark to ignite and she planeswalked to Arria, where she was healed by the Arrian queen of elves, Deil.
Design Theme: "If you're the strongest, odds are in your favor." Ynsha thinks big, often pumping creatures and focusing around winning via creatures / combat.
Home: Skyrealm of Arria
Species: Unclear — Unclear
Backstory: An androgynous godlike being watching over the multiverse. Usually acts by proxy of subordinates.
Design Theme: "I shall deal with you in person." Simka is expensive, always costing at least , but he has typically powerful effects, even on positive loyalty abilities. His ultimate wins the game almost immediately, when it doesn't just win the game by resolving.